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Research On The Design Of Travel Application Based On Scene Interaction Theory From The Perspective Of Metaverse

Posted on:2024-09-02Degree:MasterType:Thesis
Country:ChinaCandidate:D Y XuFull Text:PDF
GTID:2539307076984159Subject:Art and design
Abstract/Summary:PDF Full Text Request
In recent years,with the development of China’s economy and society,the tourism industry is also gradually flourishing.Travelers not only want to enjoy the scenery of the journey,but also want to know the cultural connotation behind the scenery.The rapid development of the cultural tourism industry has not only promoted the local economic development,promoted the transformation and upgrading of the local industry,solved the employment problem of the local labor force,but also helped to inherit and carry forward the local traditional culture to a certain extent.Under the background of the great changes and great development of many industrial revolutions,traces of industrial machinery spread all over every corner of life,and the development of traditional non-legacy crafts has been hit by unprecedented impacts.Many ancient crafts have become neglected or even disappeared,and the inheritance of traditional crafts is facing severe challenges.At the same time,the existing interactive products in the market still have some problems,such as outdated models and insufficient cultural connotations of products,which lead to a single expression of cultural products and a poor sense of tourists’ experience.As to how to protect,inherit and innovate traditional crafts in the process of cultural tourism,domestic and foreign scholars still lack in-depth research and have not put forward a better solution.Combining the theory of scene interaction and experiential learning,the author of this paper explores the interactive behaviors and preferences of users of cultural tourism APP in different scene levels,establishes a new interactive design model for intangible handicraft products,determines the design strategies of cultural tourism APP in different scene levels,and verifies the effectiveness of the proposed theoretical model through design practice.The purpose of this paper is to transform the objective reality scenes of cultural tourism towns and non-legacy handicrafts into virtual interactive scenes of cultural tourism APP,provide users with a combination of virtual and real user experience,help traditional brewing technology to achieve inheritance and innovation,and promote the development of rural cultural tourism.Firstly,this paper introduces the background of the research problem,and describes the background of Metauniverse,the manifestation of traditional handicrafts,the development of cultural tourism industry,the historical value of Yisheng wine brewing technology,etc.,so that readers can initially understand the necessity of studying the interaction between cultural heritage and cultural tourism.Then,the author determined that the interactive design of cultural tourism APP based on the scene interaction theory in the perspective of meta-universe is the main research object of this paper,explained the research purpose and problems to be solved,sorted out the research contents and methods,excavated the research significance,innovation and difficulties,and described the author’s research framework.Then,the author describes the related research objects and theoretical contents,and sorts out and analyzes the related literature of meta-universe,scene interaction theory,experiential learning theory,Carnot model,Yisheng wine and wine culture,cultural tourism and other concepts and research topics.Through the research of literature,this paper points out the necessity of cultural tourism APP with regional cultural characteristics.The author summarizes the concepts,characteristics,presentation methods and research applications of meta-universe,scene interaction theory and experiential learning theory,and introduces the concept of Carnot model,which provides theoretical basis for the subsequent research and analysis of interactive design of cultural tourism APP.Secondly,the author explores the user needs of Zhang Jian’s hometown travel APP.Firstly,the author analyzes the existing competing cases from different scene levels,and summarizes the advantages and disadvantages of traditional handicraft and cultural tourism apps.Then,starting from the four scene levels of the scene interaction theory,namely,visual expression level,information construction level,behavior guidance level and emotional feedback level,and combining with the four experience stages of the interaction design theory model of experiential learning,namely,experiencing cultural relics,observing cultural relics,abstract cultural relics and experimental cultural relics,according to the characteristics and processes of cultural tourism and Yisheng wine brewing technology,we use user interview,user experience map and other methods to make qualitative analysis of users,and make quantitative analysis of users through questionnaire survey,so as to complete the cultural tourism APP IV.Then,the author digs the core functions of cultural tourism APP under the information scene of cultural tourism,analyzes the attributes of each demand based on Carnot model,and establishes the priority index of cultural tourism APP function through the design and analysis of Carnot questionnaire,so as to determine the functional design focus of cultural tourism APP.Finally,the author carries out the design practice of Zhang Jian’s hometown travel APP,and determines the interactive design strategy of Zhang Jian’s hometown travel APP from the perspective of meta-universe according to the user’s insight and the research results of Kano model.Then,the author uses the method of scene interaction design,combined with the proposed interaction design strategy,carries out the interaction design practice of Zhang Jian’s hometown travel APP with map navigation and craft science popularization as its main functions,outputs the interactive prototype of cultural tourism APP,and tests and evaluates the prototype.
Keywords/Search Tags:Cultural tourism, Non-legacy technology, Interactive design, Scene interaction theory, Experiential learning theory, Metaverse
PDF Full Text Request
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